aboutsummaryrefslogtreecommitdiff
path: root/engines/agi/loader_v2.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/agi/loader_v2.cpp')
-rw-r--r--engines/agi/loader_v2.cpp300
1 files changed, 300 insertions, 0 deletions
diff --git a/engines/agi/loader_v2.cpp b/engines/agi/loader_v2.cpp
new file mode 100644
index 0000000000..593ca40384
--- /dev/null
+++ b/engines/agi/loader_v2.cpp
@@ -0,0 +1,300 @@
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "common/stdafx.h"
+#include "common/file.h"
+
+#include "agi/agi.h"
+
+namespace Agi {
+
+int AgiLoader_v2::version() {
+ return 2;
+}
+
+void AgiLoader_v2::setIntVersion(int ver) {
+ _intVersion = ver;
+}
+
+int AgiLoader_v2::getIntVersion() {
+ return _intVersion;
+}
+
+int AgiLoader_v2::detectGame() {
+ if (!Common::File::exists(LOGDIR) ||
+ !Common::File::exists(PICDIR) ||
+ !Common::File::exists(SNDDIR) ||
+ !Common::File::exists(VIEWDIR))
+ return errInvalidAGIFile;
+
+ _intVersion = 0x2917; /* setup for 2.917 */
+ return _vm->v2IdGame();
+}
+
+int AgiLoader_v2::loadDir(AgiDir *agid, const char *fname) {
+ Common::File fp;
+ uint8 *mem;
+ uint32 flen;
+ uint i;
+
+ report("Loading directory: %s\n", fname);
+
+ if (!fp.open(fname)) {
+ return errBadFileOpen;
+ }
+
+ fp.seek(0, SEEK_END);
+ flen = fp.pos();
+ fp.seek(0, SEEK_SET);
+
+ if ((mem = (uint8 *)malloc(flen + 32)) == NULL) {
+ fp.close();
+ return errNotEnoughMemory;
+ }
+
+ fp.read(mem, flen);
+
+ /* set all directory resources to gone */
+ for (i = 0; i < MAX_DIRS; i++) {
+ agid[i].volume = 0xff;
+ agid[i].offset = _EMPTY;
+ }
+
+ /* build directory entries */
+ for (i = 0; i < flen; i += 3) {
+ agid[i / 3].volume = *(mem + i) >> 4;
+ agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
+ debugC(3, kDebugLevelResources, "%d: volume %d, offset 0x%05x", i / 3, agid[i / 3].volume, agid[i / 3].offset);
+ }
+
+ free(mem);
+ fp.close();
+
+ return errOK;
+}
+
+int AgiLoader_v2::init() {
+ int ec = errOK;
+
+ /* load directory files */
+ ec = loadDir(_vm->_game.dirLogic, LOGDIR);
+ if (ec == errOK)
+ ec = loadDir(_vm->_game.dirPic, PICDIR);
+ if (ec == errOK)
+ ec = loadDir(_vm->_game.dirView, VIEWDIR);
+ if (ec == errOK)
+ ec = loadDir(_vm->_game.dirSound, SNDDIR);
+
+ return ec;
+}
+
+int AgiLoader_v2::deinit() {
+ int ec = errOK;
+
+#if 0
+ /* unload words */
+ agiV2UnloadWords();
+
+ /* unload objects */
+ agiV2UnloadObjects();
+#endif
+
+ return ec;
+}
+
+int AgiLoader_v2::unloadResource(int t, int n) {
+ debugC(3, kDebugLevelResources, "unload resource");
+
+ switch (t) {
+ case rLOGIC:
+ _vm->unloadLogic(n);
+ break;
+ case rPICTURE:
+ _vm->_picture->unloadPicture(n);
+ break;
+ case rVIEW:
+ _vm->unloadView(n);
+ break;
+ case rSOUND:
+ _vm->_sound->unloadSound(n);
+ break;
+ }
+
+ return errOK;
+}
+
+/*
+ * This function does noting but load a raw resource into memory,
+ * if further decoding is required, it must be done by another
+ * routine. NULL is returned if unsucsessfull.
+ */
+uint8 *AgiLoader_v2::loadVolRes(struct AgiDir *agid) {
+ uint8 *data = NULL;
+ char x[MAX_PATH], *path;
+ Common::File fp;
+ unsigned int sig;
+
+ sprintf(x, "vol.%i", agid->volume);
+ path = x;
+ debugC(3, kDebugLevelResources, "Vol res: path = %s", path);
+
+ if (agid->offset != _EMPTY && fp.open(path)) {
+ debugC(3, kDebugLevelResources, "loading resource at offset %d", agid->offset);
+ fp.seek(agid->offset, SEEK_SET);
+ fp.read(&x, 5);
+ if ((sig = READ_BE_UINT16((uint8 *) x)) == 0x1234) {
+ agid->len = READ_LE_UINT16((uint8 *) x + 3);
+ data = (uint8 *) calloc(1, agid->len + 32);
+ if (data != NULL) {
+ fp.read(data, agid->len);
+ } else {
+ abort();
+ }
+ } else {
+#if 0
+ /* FIXME: call some panic handler instead of
+ * deiniting directly
+ */
+ deinitVideoMode();
+#endif
+ report("Error: bad signature %04x\n", sig);
+ // fprintf (stderr, "ACK! BAD RESOURCE!!!\n");
+ return 0;
+ }
+ fp.close();
+ } else {
+ /* we have a bad volume resource */
+ /* set that resource to NA */
+ agid->offset = _EMPTY;
+ }
+
+ return data;
+}
+
+/*
+ * Loads a resource into memory, a raw resource is loaded in
+ * with above routine, then further decoded here.
+ */
+int AgiLoader_v2::loadResource(int t, int n) {
+ int ec = errOK;
+ uint8 *data = NULL;
+
+ debugC(3, kDebugLevelResources, "(t = %d, n = %d)", t, n);
+ if (n > MAX_DIRS)
+ return errBadResource;
+
+ switch (t) {
+ case rLOGIC:
+ if (~_vm->_game.dirLogic[n].flags & RES_LOADED) {
+ debugC(3, kDebugLevelResources, "loading logic resource %d", n);
+ unloadResource(rLOGIC, n);
+
+ /* load raw resource into data */
+ data = loadVolRes(&_vm->_game.dirLogic[n]);
+
+ _vm->_game.logics[n].data = data;
+ ec = data ? _vm->decodeLogic(n) : errBadResource;
+
+ _vm->_game.logics[n].sIP = 2;
+ }
+
+ /* if logic was cached, we get here */
+ /* reset code pointers incase it was cached */
+
+ _vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
+ break;
+ case rPICTURE:
+ /* if picture is currently NOT loaded *OR* cacheing is off,
+ * unload the resource (caching == off) and reload it
+ */
+
+ debugC(3, kDebugLevelResources, "loading picture resource %d", n);
+ if (_vm->_game.dirPic[n].flags & RES_LOADED)
+ break;
+
+ /* if loaded but not cached, unload it */
+ /* if cached but not loaded, etc */
+ unloadResource(rPICTURE, n);
+ data = loadVolRes(&_vm->_game.dirPic[n]);
+
+ if (data != NULL) {
+ _vm->_game.pictures[n].rdata = data;
+ _vm->_game.dirPic[n].flags |= RES_LOADED;
+ } else {
+ ec = errBadResource;
+ }
+ break;
+ case rSOUND:
+ debugC(3, kDebugLevelResources, "loading sound resource %d", n);
+ if (_vm->_game.dirSound[n].flags & RES_LOADED)
+ break;
+
+ data = loadVolRes(&_vm->_game.dirSound[n]);
+
+ if (data != NULL) {
+ // Freeing of the raw resource from memory is delegated to the createFromRawResource-function
+ _vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound);
+ _vm->_game.dirSound[n].flags |= RES_LOADED;
+ } else {
+ ec = errBadResource;
+ }
+ break;
+ case rVIEW:
+ /* Load a VIEW resource into memory...
+ * Since VIEWS alter the view table ALL the time
+ * can we cache the view? or must we reload it all
+ * the time?
+ */
+ if (_vm->_game.dirView[n].flags & RES_LOADED)
+ break;
+
+ debugC(3, kDebugLevelResources, "loading view resource %d", n);
+ unloadResource(rVIEW, n);
+ data = loadVolRes(&_vm->_game.dirView[n]);
+ if (data) {
+ _vm->_game.views[n].rdata = data;
+ _vm->_game.dirView[n].flags |= RES_LOADED;
+ ec = _vm->decodeView(n);
+ } else {
+ ec = errBadResource;
+ }
+ break;
+ default:
+ ec = errBadResource;
+ break;
+ }
+
+ return ec;
+}
+
+int AgiLoader_v2::loadObjects(const char *fname) {
+ return _vm->loadObjects(fname);
+}
+
+int AgiLoader_v2::loadWords(const char *fname) {
+ return _vm->loadWords(fname);
+}
+
+} // End of namespace Agi